Ramin Tadayon, Ashish Amresh, T. McDaniel, S. Panchanathan
{"title":"Real-time stealth intervention for motor learning using player flow-state","authors":"Ramin Tadayon, Ashish Amresh, T. McDaniel, S. Panchanathan","doi":"10.1109/SeGAH.2018.8401360","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401360","url":null,"abstract":"We present a novel approach to real-time adaptation in serious games for at-home motor learning. Our approach assesses and responds to the “flow-state” of players by tracking and classifying facial emotions in real-time using the Kinect camera. Three different approaches for stealth assessment and adaptation using performance and flow-state data are defined, along with a case-study evaluation of these approaches based on their effectiveness at maintaining positive affective interaction in a subject.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"17 17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128092211","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. Borghese, M. Pezzera, R. Mainetti, J. Essenziale, Roberta Cazzaniga, B. Reggiori, Simone Mercurio, P. Confalonieri
{"title":"A cloud-based platform for effective supervision of autonomous home rehabilitation through exer-games","authors":"N. Borghese, M. Pezzera, R. Mainetti, J. Essenziale, Roberta Cazzaniga, B. Reggiori, Simone Mercurio, P. Confalonieri","doi":"10.1109/SeGAH.2018.8401383","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401383","url":null,"abstract":"Autonomous at-home rehabilitation through exergames requires clinicians to be able to quickly and reliably review patients' progress and eventually tune exercise parameters for the next scheduled session. We show here how a cloud-based platform featuring a flexible database, parametrized exer-games and a hierarchical description of the rehabilitation data allows to achieve this goal. In particular, a clear identification of different exercises macro-parameters is fundamental to effectively display a clear and meaningful view on the patient's status to the clinicians. Such parameters must be well matched to the mechanics of the exer-games and provide to the therapist a clear summary of patient's rehabilitation progress.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128172163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christoph Wimmer, Stefan Biegler, Johannes Harms, Karin Kappel, T. Grechenig
{"title":"SQT: A tool for the automated measurement of respondent behaviour and response quality in health-related gamified online surveys","authors":"Christoph Wimmer, Stefan Biegler, Johannes Harms, Karin Kappel, T. Grechenig","doi":"10.1109/SeGAH.2018.8401377","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401377","url":null,"abstract":"This paper addresses the necessity of taking detailed and accurate measures of respondent behaviour generally in health-related online surveys, and particularly in gamified variants of these surveys. Its specific contribution is the requirements analysis and implementation of an open-source survey quality tool (SQT) which automates the detection of negative respondent behaviour. The tool can be used in health and wellbeing research to evaluate the quality of responses in online surveys, as well as for researching the impact of survey gamification.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125233026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Mainetti, S. Oliveri, I. Cutica, A. Gorini, Silvia Gaspardo, N. A. Borghese, G. Pravettoni
{"title":"Design, development and usability test of serious games related to genetics","authors":"R. Mainetti, S. Oliveri, I. Cutica, A. Gorini, Silvia Gaspardo, N. A. Borghese, G. Pravettoni","doi":"10.1109/SeGAH.2018.8401344","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401344","url":null,"abstract":"Technological progresses and lower DNA sequencing costs have made genetic testing more and more accessible to the general public. However, this progress does not reflect an increased literacy on genetics in lay people. For this reason the authors has developed a suite of three serious games to educate people on genetic issues and tested them for playability. The playability testing was conducted with a convenience sample of 30 participants, subdivided into 3 equal groups and randomly assigned to each game. Participants were asked to report any problem or negative issue they found during the play and to complete the Games Experience Questionnaire. Results showed some usability issues, mainly related to the lack of intuition and immediacy in the use of some commands. Overall participants experienced moderate levels of immersion and flow for the serious games (not designed to be immersive rather than educational), low levels of negative feelings such as annoyance and frustration and prevalence of positive emotions. Results imply that, with the aim to guarantee games effectiveness and efficacy, the game should be more intuitive and improve their correspondence between the commands and the in-game tasks to achieve the goals. Furthermore they have the right level of immersion and flow, which allow the balance between fun and investment of cognitive resources to learn genetic contents.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114477063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"About the sound of bananas — Anti rules for audio game design","authors":"M. Urbanek, Peter Fikar, Florian Güldenpfennig","doi":"10.1109/SeGAH.2018.8401361","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401361","url":null,"abstract":"Designing audio games is a complex challenge that differs from video game design as they feature no visual output. For this reason a number of researchers conceived specific audio game design rules geared towards working with sound. In this paper, we provide complementing audio game anti rules that we collated from an extensive review process involving 157 audio game prototypes by interaction design students. We argue why anti rules can be a powerful means in preventing common mistakes in audio game design. In more detail, we present eleven anti rules which when followed are likely to spoil the user experience of an audio game. Hence, the approach in this paper is not to state what should be done (verified design guidelines), but to inform the designer which features will probably ruin an audio game (falsify the hypothesis or probability that it will be good and enjoyable).","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123350806","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lucie A. Chauveau, N. Szilas, Anna Laura Luiu, Frédéric Ehrler
{"title":"Dimensions of personalization in a narrative pedagogical simulation for Alzheimer's caregivers","authors":"Lucie A. Chauveau, N. Szilas, Anna Laura Luiu, Frédéric Ehrler","doi":"10.1109/SeGAH.2018.8401354","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401354","url":null,"abstract":"In the context of the Carezheimer project, the authors propose to personalize a narrative simulation to improve daily living abilities of people caring for relative with Alzheimer's disease. This personalization engages learners in a story offering adapted action possibilities. In this paper, after a brief description and definition of personalization in training simulations, we describe the dimensions of personalization for a narrative-based serious game and explain how these dimensions impact the dynamic generation of narrative.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"82 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121212853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Joana F. Pinto, H. Carvalho, Gonçalo Chambel, Joao Ramiro, A. Gonçalves
{"title":"Adaptive gameplay and difficulty adjustment in a gamified upper-limb rehabilitation","authors":"Joana F. Pinto, H. Carvalho, Gonçalo Chambel, Joao Ramiro, A. Gonçalves","doi":"10.1109/SeGAH.2018.8401363","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401363","url":null,"abstract":"Lack of motivation during physical rehabilitation is a very common problem that worsens the efficacy of rehabilitation, decreasing the recovery rates of the patient. We suggest a gamified upper-limb rehabilitation that incorporates adaptive gameplay and difficulty so as to overcome that issue, emerging as a support tool for physical therapy professionals. The presence of difficulty adjustment in the game allows a higher motivation level for the patients by preserving the trade off between keeping the difficulty low enough to avoid frustration, but high enough to promote motivation and engagement. This rehabilitation game is a home-based system that allows the patient to exercise at home, due to its Kinect-based portable setup. The game aims to increase the motivation of the patients and thus the speed of their recovery. To accomplish that goal, it is key to potentiate a full immersion into the therapeutic activity. Thus gamification elements, gameplay design and adaptive difficulty are explored and incorporated into the concept.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130966960","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
John M. Henry, Stephen Tang, Martin Hanneghan, C. Carter
{"title":"A framework for the integration of serious games and the Internet of Things (IoT)","authors":"John M. Henry, Stephen Tang, Martin Hanneghan, C. Carter","doi":"10.1109/SeGAH.2018.8401378","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401378","url":null,"abstract":"Serious Games and the Internet of Things are research topics of high interest. The integration of these two domains has the potential for innovative new applications. This paper presents a framework for the combination of Serious Games and the Internet of Things. In addition, we present the system architecture for a Smart Serious Game (SSG) developed for measuring student engagement, and define the difference between an event driven game and an SSG. This paper also includes the updated data algorithms for representing student engagement as game points, based on further consideration on our previous publication.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128828322","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A model for integrating human computing into commercial video games","authors":"Corey Clark, Ira Greenberg, Myque Ouellette","doi":"10.1109/SeGAH.2018.8401316","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401316","url":null,"abstract":"Human Computing (HC) is a successful approach to crowdsourcing scientific research. Despite its success, many HC projects struggle to expand their user base and create sustained user engagement. In contrast, the commercial video game industry overall is very successful at encouraging users to spend significant time and resources to play over extended stretches of time, using techniques such as gameplay loops to engage players on many levels. When integrating scientific research into a video game, ideally the HC activities fit naturally within the gameplay loops and overall game themes, which game developers are best suited to accomplish. The authors propose a new HC to Video Games (HCtVG) model and associated framework, which provides a common means to connect HC research and video game developers. The HCtVG model comprises two major phases: Deconstruction and Analysis (DA) done by the researchers, and Game Integration (GI) completed by the game developers. During the DA, researchers deconstruct their research into a 5-Step Analysis Structure (5SAS) consisting of Suggest, Validate, Process, Select, and Exit steps. The 5SAS allows game developers to perform the GI phase, using the guidelines provided to integrate the HC activity into the gameplay and theme. This structure allows scientists to focus on their domain expertise while leveraging the skills of the game development community to design their video game integration. To demonstrate the HCtVG model, the authors apply the DA phase to an HC project seeking the discovery of chemotherapeutic co-medication properties for multi-drug resistant cancer research, and use the GI phase to design and integrate the HC activity into the popular game Minecraft.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"530 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124263670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderly","authors":"W. Raffe, J. Garcia","doi":"10.1109/SeGAH.2018.8401371","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401371","url":null,"abstract":"This paper provides a preliminary appraisal of combining commercial skeletal tracking and virtual reality technologies for the purposes of innovative gameplay interfaces in fall prevention exergames for the elderly. This work uses the previously published StepKinnection game, which used skeletal tracking with a flat screen monitor, as a primary point of comparison for the proposed combination of these interaction modalities. Here, a Microsoft Kinect is used to track the player's skeleton and represent it as an avatar in the virtual environment while the HTC Vive is used for head tracking and virtual reality visualization. Multiple avatar positioning modes are trialled and discussed via a small self-reflective study (with the authors as participants) to examine their ability to allow accurate stepping motions, maintain physical comfort, and encourage self-identification or empathy with the avatar. While this is just an initial study, it highlights promising opportunities for designing engaging step training games with this integrated interface but also highlights its limitations, especially in the context of an unsupervised exercise program of older people in independent living situations.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"16 13","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132545787","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}